View Full Version : [TEC]Adding Upgrade Packs
TheBeast
07-02-10, 02:55 PM
A little of my MOD'ing history:
I am almost totally new to MOD'ing as you can see by my Join Date of "Jan. 2010". I started MOD'ing in Feb, 2010 without even realising I was creating a MOD. I began by merging changes from various MOD's touching the same files into a single MOD. This enabled me to benifit from Multiple MOD changes all at the same time. I have released a few Merged MOD's and a couple of my own for SH4/SH5 but this was only possible because of some of the excellent tools Developed and Shared by other's in the Silent Hunter MOD'ing community. Keeping this in mind, I am not a MOD expert, I am a retired old fart, MOD novice with to much time on my hands and decent background in computing, dating back to the early 80's.
PURPOSE:
The intent of this post is to emphasize the importance of sharing knowledge, community effort(s) or building upon the work of others and the functional accuracy of the work being done resulting in a stable and enjoyable gaming experience.
NOTE: This discussion is dealing with functional accuracy, not historical accuracy. Please keep comments pertaining to historical accuracy, out of this forum thread Topic and I encourage you to post those comments to a thread pertaining to Historical Accuracy. Availability Dates, Submarine Type Availability Dates, Time of Service Dates, Renown Costs, etc. All may be adjusted in this discussion for testing purposes.
I say, let us fix what is currently broken. Then lets talk about Historical Accuracy.
Source files referred to / used as examples:
During this post, I will be referring to items contained in the following files as examples:
data\Objects\Sensors\Uboat_Sensors.sim
data\UPCDataGE\UPCUnitsData\Equipment.upc
data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
data\Sumarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge
If you want to follow along, please create your own MOD and copy these files to the appropriate folder structures in your MOD. Never edit the game files in their default location(s).
NOTE: At a minimum, the ethic's touched on here in this post should be aligned too when dealing with, or creating any MOD.
ASSUMPTIONS:
This discussion IS NOT a Tutorial. Since this Topic is posted in the "SH5 MODS Workshop" Forum, I am making this post, assuming you (the reader) know how to use the tools and applications touched on in this discussion.
GENERAL INFO:
The first thing I want to point out is, the Uboot_Sensors.sim, Equipment.upc,UpgradePacks.upc and NSS_Uboat7c41.upcge files all (out of box and post patch v1.2) may contain errors, otherwise know as bugs.
If you plan to release MOD'd forms of these files, or any MOD'd files for that matter. please take the time and ensure (to the best of your abilities) you are building on a solid foundation. Either fix the known existing problem(s) as you start your MOD or start your MOD by building on the work of someone else that has already fixed the known existing problem(s). This will prevent others (who might and should) from building upon your work and compounding the problem(s). Stopping a snowball effect before it starts.
START(BASICS):
I want to start by looking at and tracing the FUMO_61_base_dummy Radar Antenna and use it for a example, as defined in the Uboat_Sensors.SIM to where it can actually be installed as a upgrade on the Type-VIIC/41 Conning Tower.
NOTE: I did ensure items of same types were grouped together and renumbered correctly before going any further. Radars listed with other Radars, Sonar's listed with other Sonar's, etc. Keeping things some what organized.
Is it Available in the Uboat_Sensors.sim (Not dealing with Defined Controls yet. Just the Dummy object. Defining Controllers is still a little beyond me at this time.)
How it is enumerated in the Equipment.upc
How it is made available as a Upgrade Pack in the UpgradePacks.ups
How does the game know the Upgrade Pack can be used on my current Type Submarine.
1.) (GoblinEditorApp) Looking in the Editor Scene Tree I find the FUMO_61_base_dummy but it has no controllers assigned to it. How does it work? It has children named FUMO_61_ShipWake and FUMO_61_antenna, The ShipWake does not have controllers assigned to it at this time ((BUG BUG)just realized). We want to put the Antenna on the 7c41 boat Tower so we don't care about the ShipWake at this time but it should be revisited and fixed later.
-=[EDIT 2011-04-01]=-
This is not a bug. The Shipwake controller is in the FX file.
2.) To enumerate the FUMO_61_base_dummy in the Equipment.upc so it is usable in the UpgradePacks.upc and define DamageDescription. We edit the file with any ASCII Text editor. I find the FuMo 61 Antenna list with unique [Equipment Number] and a unique ID the UpgradePacks.upc can use.
[Equipment XX];<-- XX is a number determined by how many other equipment items are listed above it and must be unique
ID=EqpFuMO61;<-- Unique ID name defined
NameDisplayable= FuMO-61 ‘Hohentwiel-U’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_61_base_dummy,data\Objects\Sensors\UBoot_Sens ors;<-- This is where we call info from Uboot_Sensors.sim for this Item. This "UBoot" entry is native naming from Ubi, not me. Do not change this.
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4;<-- Dont understand this works yet
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
3.) There were no Upgrade Packs in the UpgradePacks.upc that included the FUMO_61_Antenna so I creating the Upgrade Pack in UpgradePacks.upc file. It required me to make a new entry so I copied the existing FUMO30 Upgrade and modified it:[UpgradePack XX] ;<-- XX is a number determined by how many other Upgrade Packs are listed above it and must be unique
ID= UpackUb7FUMO61Radar;<-- Unique ID name defined. the NSS_Uboat7c41.upcge uses thid
NameDisplayable=UpackIXFUMO30Radar-Name
Info=This is the FuMo-61 Radar Antenna Upgrade;<-- Information displayed (as I entered it here) in port on upgrades list menu
Notes=UpackIXFUMO30Radar-Notes;<-- Notes displayed in port on upgrades list menu as called from some where.(MENU.TXT???)
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-01-01, 1939-02-01, 0;<--Example Availablity Date period with Zero Renown Cost
UnitUpgradePackIntervalOptions2=1939-02-01, NULL, 0;<--Example Availablity Date period continued to unknown end date with Zero Renown Cost
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO61, NULL;<--Changed from EqpFuMO30 to EqpFuMO61 as defined in Equipment.upc
TrackingID=603;<--I incremented this number from the UpackUb7FUMO30Radar upgrade pack. I think this number must be unique but not sure.
4.) Looking in the NSS_Uboat7c41.upcge file. The new upgrade pack is not listed because we just finished something Ubi lost track of, Ignored in order to meet Delivery Dates or just forgot completely about it. This upgrade should have been available as the VIIC/41 was still in service at the Wars end. To enable it as a upgrade for this boat type we have to add a entry:
[UserPlayerUnit 1.UpgradePackSlot 2]
ID= UpgRadar
NameDisplayable= UpgSlotRadar-Name
Type=NULL
AcceptedTypes= UboatType7Radar, UboatType7RadarAdvanced
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot43, RadarAntenna, RadarAntennaFront
;IDLinkUpgradePackSlotsIntervalDefault1= 1941-01-01, NULL, UpackUb7FUMO29Radar
IDLinkUpgradePackSlotsIntervalDefault1= 1939-01-01, NULL, UpackUb7FUMO29Radar
IDLinkUpgradePackSlotsIntervalDefault2= 1939-01-01, NULL, UpackUb7FUMO30Radar
IDLinkUpgradePackSlotsIntervalDefault3= 1939-01-01, NULL, UpackUb7FUMO61Radar;<--Entry added for the Antenna Upgrade Pack we just covered.
IDLinkUpgradePackSlotsIntervalDefault4= 1939-01-01, NULL, UpackUb7FUMO65Radar;<--Entry added for another Antenna Upgrade Pack you can create.
RESULT:
I now have the Upgrade Pack(s) listed and available for use from my in port repair Mechanics Upgrades list. I have installed the FuMO65 Radar Antenna with the FuMO30 Radar PPI display and it is obviously displayed on my Conning Tower. The Radar still works, however weak that it is but it works.
This is what I have learned so far. You can follow this example I provided and add the FuMO61/FuMO65 Radar Antenna, Snorkle, etc. as additional Upgrade Packs.
If you have any additional information pertaining to getting these upgrade packs completed and you would like to share, please do so!
http://www.subsim.com/radioroom/picture.php?albumid=329&pictureid=2390
TheBeast
07-02-10, 03:14 PM
The FuMO65 Antenna ShipWake controller is missing, or is it. Should this Equipment Item actually create a Wake as it is suppose to be lowered into it's own little box when diving.
I say the bug in this case is that the Antenna is missing the Toggle that enables the Raise/Lower functionality for this Antenna Mast. I think the controller "obj_Extensible @ FUMO_65_antena" should be link to the power switch of the Radar Station. Every time the Radar is turned on, The Antenna Mast Raises and the Antenna Mast Lowers when the Radar is turned off..
reaper7
07-02-10, 05:38 PM
I was just messing about with those files yesterday trying to get the Snorkel to work after finding it in the sensors.sim
But had no luck getting it to work. Have you got it working, I have placed some commands in my Officers Orders that I'm currently working on that relate to the Snorkel in the hope it can be incorporated.
Any help on this would be appreciated :up:.
TheBeast
07-02-10, 05:42 PM
BIGREG was kind enough to share some information on how he was able to Raise the Round_Radio_Dummy out of it stowed position.
This is a HACK just for looks and not what would be the true implementation of this Antenna making the Antenna work as a dial.
Again, you need to use GoblinEditorApp to make this change to the Uboot_Sensors .SIM file.
If you have other MODs installed that change this file, make a backup and MOD that file so both MODs are in place.
Open Gobline Editor and Load the Uboot_Sensors.GR2 file.
Now - Merge the UBoot_Sensors.sim file.
Locate the Dummy_Round_Antenna -> Round_Antena in Scene Tree.
Right-Click the child named Round_Antena and select Edit Controllers.
Currently the "Existing Behaviors: Column is blanks so we need to add a Dial control from the Available Behaviors column -> SHControllers list. So expand the SHControllers and Double-Click Dial to add it to Exhisting Behaviors list.
Now Click on the Dial control we just added.
Here are the value's to adjust:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.1
MinRVal = 9
MaxRVal = 4
LogFactor = 0
Cammand =
Both Drag options = NO
Save Changes, Enable the MOD, Restart Game, Reload Saved Game
Not the Round Roadio Antenna should be raised out of stowed position.
TheBeast
07-02-10, 05:59 PM
I was just messing about with those files yesterday trying to get the Snorkel to work after finding it in the sensors.sim
But had no luck getting it to work. Have you got it working, I have placed some commands in my Officers Orders that I'm currently working on that relate to the Snorkel in the hope it can be incorporated.
Any help on this would be appreciated :up:.
I was looking at that myself. I should have started there rather then the Radar Antenna. The Snorkel has a lottle more to it then just changing the appearance of the boat. It also adds functionality so not sure what needs to be done.
I am having trouble Enabling Access to the Improved Alberich, Tarnmatte and Improved Tarnmatte Coatings so they list correctly while in port selecting Upgrades to install on your boat. Kind of the same story as the Snorkel, these coating upgrades actually change/add functionality to the boat.
I personally spend a lot of time camping a traffic lane waiting for something to enter within range monitoring redio reports for possible targets coming my way. I dont burn fuel looking for to many targets. A snorkel would greately increase my boats stealth.
Not sure if in game land based radar and aircraft patrols radio in reports if they spot you or not. Haven't had and Destroyers come out to play obviously looking for me (ever) but I think about it. I have had a few DE patrols pass by many times.
If the Snorkel is in the SIM file correctly with all required controller, you should be able to follow what I did in post #1 and get it installed as a upgrade.
:salute:
For the snorkel is a alone 3D model with annimation ( idem with periscopes,torpedos doors etc ) :
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.gr2
i think we need to add a Ext_object dial in sensors.sim ( idem as periscopes ? )
TheBeast
07-02-10, 06:14 PM
:salute:
For the snorkel is a alone 3D model with annimation ( idem with periscopes,torpedos doors etc ) :
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.gr2
i think we need to add a Ext_object dial in sensors.sim ( idem as periscopes ? )
Activation of the SNorkel already has a Key Binding in the Commands.cfg
I dont think we need to add any controller to it in order to make it work.
QUESTION: Is the 3D Model the Hinged Type or Telescope Type Snorkel or do bo type 3D models exist?
I think the Telescoping Type Snorkel replaces one of the Periscopes.
No idée :hmmm::06: i have not try to make workable snorkel ,but with Ext_object you have the choice between Obs,attack periscopes radar and radio (make bug ,i think that come in no data .Gr2 for 3D+annimation ) antennas and snorkel :hmmm:
TheBeast
07-02-10, 06:56 PM
The 3D Model in UBoot_Sensors.GR2 looks like the Telescope Type Snorkel.
I cant find a defined mount location for the Snorkel anywhere.
This issue we may need answers from Ubi.
reaper7
07-02-10, 07:22 PM
Followed your tutorial above, changing all I could in relation to the Snorkel.
No luck getting it to show up in the Menu as an upgrade :nope:.
TheBeast
07-02-10, 07:27 PM
Followed your tutorial above, changing all I could in relation to the Snorkel.
No luck getting it to show up in the Menu as an upgrade :nope:.
Did you list in your boats NSS_Uboat7xxx.upcge file?
NOTE: I never saw the Snorkel as a upgrade in SH4. Someone made a MOD and it was there by default. I didn't try SH/SHII/SHIII so dont know if/how they did it.
Maybe we can just make some change that puts it there and skip the in Port Upgrade List.
-=[EDIT 2011-05-01]=-
The OM Super MOD did have Snorkle's listed as upgrade option
Snorkel uses cfg#SNK node as attach point in SH4
reaper7
07-02-10, 07:38 PM
Did you list in your boats NSS_Uboat7xxx.upcge file?
NOTE: I never saw the Snorkel as a upgrade in SH4. Someone made a MOD and it was there by default. I didn't try SH/SHII/SHIII so dont know if/how they did it.
Maybe we can just make some change that puts it there and skip the in Port Upgrade List.
Listed in the File ok - but not sure if the entries I used are correct.
Any idea what mod was used in SH4, maybe It still works with sh5 (It is the same base) :DL
I have look in the other data , (open with notepad)
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\ NSS_Uboat7c ( .EQP .SNS .PRT ) :hmmm:
TheBeast
07-02-10, 07:57 PM
Listed in the File ok - but not sure if the entries I used are correct.
Any idea what mod was used in SH4, maybe It still works with sh5 (It is the same base) :DL
SH4 not installed right now and I am leaving to go out for Dinner so no time to look at SH4 MODs.
Maybe later if I get home early enough.
TheBeast
07-04-10, 04:50 AM
I've been playing around, trying to get the Snorkel to install. NO LUCK as yet. Maybe someone can see something I missed or a error I made.
Here is what I have so far:
Created [Equipment 24] like a Periscope and renumbered all other items.
EQUIPMENT.UPC
[Equipment 24]
ID=EqpSCHNORCHEL
NameDisplayable= Snorkel
FunctionalType= EqFTypeSCHNORCHEL
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 500
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Created [UpgradePack 71] at the end so I don't have to renumber all other entries.:haha:
UPGRADEPACKS.UPC
[UpgradePack 71]
ID= UpackSCHNORCHEL
NameDisplayable=SNORKEL
Info=Material: Telescoping Deisel Intake Pipe blah blah
Notes=The Snorkel is extended while submerged at Perscope Depth allowing use of the Deisel Engine while Submerged to Rechage Battery's. blah blah
FunctionalType= UpFTypeSCHNORCHEL
UpgradePackSlotType= UboatType7SCHNORCHEL
Type=NULL
ImageIndex=40;<--Pull this number at Random - Not sure what it should be
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-01-01, 1941-12-24,0
UnitUpgradePackIntervalOptions2=1941-12-24, NULL,0
IDLinkUpgradePackElements= EqpSCHNORCHEL
TrackingID=1200;<--Pull this number at random,,,:damn:
Created [UserPlayerUnit 1.UpgradePackSlot 8] but I am think there is more to do'
NSS_UBOAT7C41.UPCGE
[UserPlayerUnit 1.UpgradePackSlot 4]
ID= UpgRadarWarningReceiver
NameDisplayable= UpgSlotRWR-Name
Type=NULL
AcceptedTypes= UboatType7RadarWarningReceiver, UboatType7AdvancedRadarWarningReceiver, UboatType7SCHNORCHEL
UserCustomizable=Yes
IDLinkUpgradePackSlots= RWRAntenna, RWRAntenna2, EqpSCHNORCHEL
IDLinkUpgradePackSlotsIntervalDefault1= 1939-01-01, 1945-12-31, UpackUb7FuMB1
IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, UpackSCHNORCHEL
[UserPlayerUnit 1.UpgradePackSlot 8]
ID= UpgSCHNORCHEL
NameDisplayable= Snorkel
Type=NULL
AcceptedTypes= UboatType7SCHNORCHEL
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqpSCHNORCHEL
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, UpackSCHNORCHEL
Going to bed....
reaper7
07-04-10, 05:29 AM
Thats pretty much what I had too. :wah:
EQUIPMENT.UPC
[Equipment 62]
ID=EqpSnorkel
NameDisplayable= Snorkel
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors\ UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse
UPGRADEPACKS.UPC
[UpgradePack 60]
ID= EqpSnorkel
NameDisplayable=Snorkel-Name
Info=Snorkel allows Diesel to Run Underwater-Info
Notes=
FunctionalType= EqFTypePeriscopeBody
UpgradePackSlotType= UpFTypeSensorPeriscope
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 100
IDLinkUpgradePackElements= EqpSnorkel
TrackingID=3888
NSS_UBOAT7C41.UPCGE
[UserPlayerUnit 1.FunctionalSubsystem 44]
ID= EqpSnorkel
NameDisplayable= Snorkel
FunctionalType= SensorPeriscope
IDLinkFunctionalSubsystemSlots= EqFTypePeriscopeBody, 0
:salute: Hi
Have you try with this snorkel :
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2 :06:
and why not merge the snorkel in a .prt ( i have see the torpedo annim in :hmmm:) other in .lnx ( links :06:)
and i think snorkel is not a sensor :03: , but just an object with annimation
I want Granny SDK :wah:
TheBeast
07-04-10, 02:27 PM
Maybe adding the Snorkel (SCHNORCHEL_RWR) as Radar Warning Receiver (RWR) rather then Periscope will work???:06::06::hmmm:
I was just starting to play with that as you can see in my previous post.
TheBeast
07-04-10, 02:41 PM
:salute: Hi
Have you try with this snorkel :
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2 :06:
and why not merge the snorkel in a .prt ( i have see the torpedo annim in :hmmm:) other in .lnx ( links :06:)
and i think snorkel is not a sensor :03: , but just an object with annimation
I want Granny SDK :wah:
This animation is Hinged Type Snorkel that lifts out of cavity in Deck. Not like Telescoping Snorkel in Uboot_Sensors.GR2/.SIM
Appears the Height is a little higher then the ObsPeriscope.
Maybe we can copy this to "data\Submarine\NSS_Uboat7C41\Submarine Parts" folder? Worth a try...
NOTE: The Animation will not render on 7C/41 so apears it only works on the 7C
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2437
Maybe the Snorkel is added as Radar Warning Receiver (SCHNORCHEL_RWR(Hinged)) for the Type-VIIC and added as Periscope (SCHNORCHEL(Telescoping)) for Type-VIIC/41
:hmmm:
[Equipment xx]
ID=ObsPeriscopeST
NameDisplayable= Observation Periscope with ST Radar
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=USPeriscope
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Capt Jack Harkness
07-04-10, 07:34 PM
Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...
http://www.ibiblio.org/hyperwar/ETO/Ultra/SRH-009/img/SRH009-p58.jpg
TheBeast
07-05-10, 05:07 AM
Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...
http://www.ibiblio.org/hyperwar/ETO/Ultra/SRH-009/img/SRH009-p58.jpg
I've noticed that when using Goblin Editor to view the Model's that the Tower appears to be a little out of position, mislocated to the aft and a bit to starboard. This mislocation may be why texture lighting FX do not render correctly on the Tower when viewing all components of the models loaded at the same time. Just another bug in SH5 and of no concern to Ubi.
I think I have had enough of SH5. At first glance SH5 looks promising but the more I dig, the more issue's (bugs, stability) and locked doors I discover. Some obsticles and or locked doors appear to be intentional, by design. Almost as if they are trying to make it hard for MOD's to actually adjust/change game play atempting to keep SH5 as a Arcade game rather then a Simulation.
IMO, SH5 barely meets Beta-Testing requirements let alone releasing it to the world charging money for it. (DRM, Auto-Save and documentation ZOMFG! Can you say "Brain-Fart")
I think Ubi does not respond to any questions because they are so ashamed of what they have released, as they should be.
:yep: Yes
Now, he must succeed to change. Gr2 by any means!
Great Food UBI$OFT to give us a way to edit
(new Goblin editor not buggy)
Buy Granny SDK license $ 12,500 !
(I am ready to put 100 €uros in, but we must agree among ourselves to buy)
Try to converted the .gr2 in an other format to export/import ?
Hex editing ?
In any case we must find a way ! :hmmm:
Capt Jack Harkness
07-05-10, 04:54 PM
In any case we must find a way ! :hmmm:
That's the spirit! :D
TheBeast
07-17-10, 12:20 AM
I was looking at Conning Towers for TDW and something dawned on me. :hmmm:The Snorkel was not defined as a Upgrade Pack and maybe it is not supposed to be.
Maybe the Snorkel is just supposed to be installed at a certain date. With that said, what do you think about adding something like this below to the NSS_Uboat7c.upcge?
[UserPlayerUnit X.UnitPartSlot X];<--X to be determined
ID=VIICSnokelSlot
NameDisplayable=SnorkelSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIICSnorkel
IDLinkUnitPartIntervalDefault1= NULL, 1946-01-01, VIICSnorkel
ExternalNodeName3D= SNK
Do you think the game will just do it on the defined start date?
But then again, it is late and I am very tired. That is why I haven't tried it.
ALSO: We need to find a way to link the Snorkel to the deisel engines so the deisel engines can run while at Snorkel Depth with Snorkel engaged. Maybe we can do this in the NSS_Uboat7c.upcge some how?:06::06::06:
TheDarkWraith
07-17-10, 12:25 AM
I was looking at Conning Towers for TDW and something dawned on me. :hmmm:The Snorkel was not defined as a Upgrade Pack and maybe it is not supposed to be.
Maybe the Snorkel is just supposed to be installed at a certain date. With that said, what do you think about adding something like this below to the NSS_Uboat7c.upcge?
[UserPlayerUnit X.UnitPartSlot X];<--X to be determined
ID=VIICSnokelSlot
NameDisplayable=SnorkelSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIICSnorkel
IDLinkUnitPartIntervalDefault1= NULL, 1946-01-01, VIICSnorkel
ExternalNodeName3D= SNK
Do you think the game will just do it on the defined start date?
.eqp file defines the dates
TheBeast
07-21-10, 09:05 AM
I released this info in this post because there are a few good MOD's available that already adjust the UBoot_Sensors.sim file. If you or the MOD Author's want to use this information, GO FOR IT....:salute:
"Original Concept discovered by BIGREG"
Open Gobline Editor and Load the Uboot_Sensors.GR2 file.
Now - Merge the UBoot_Sensors.sim file.
Locate the Dummy_Round_Antenna -> Round_Antena in Scene Tree.
Right-Click the child named Round_Antena and select Edit Controllers.
Currently the "Existing Behaviors" Column is blanks so we need to add a "Dial" control from the Available Behaviors column -> SHControllers list. So expand the SHControllers and Double-Click Dial to add it to Exhisting Behaviors list.
Now Click on the new Dial control we just added to view it's properties.
Here are the value's to adjust that I used for the Type-VIIC:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.1
MinRVal = 9.1
MaxRVal = 9
LogFactor = 0
Cammand =
Both Drag options = NO
NOTICE the MinRVal is greater than the MaxRVal. This makes the antenna raise when surfaced and lower when you submerge
Now if you want the Antenna to Rotate we need to add a "GenericAxisRotation" using the same steps described above.
Here are the value's to adjust that I used for the Type-VIIC:
RotationSpeed = 25
RotationInertia = 0.01
Angles Min = 0
Angles Max =359
Axe = Y
KNOWN ISSUE: I have not been able to figured out how to stop the antenna rotation when I submerge. I tried adding WaterInteraction and or WaterSurfaceTransition controllers to stop the rotation but they didn't work. I think they have to be added "Special" as child of the "GenericAxisRotation" controller. Not sure how to do this yet...:hmmm:
You can also Extend the Dummy_ROD_Antena using almost the same settings. The thing is, you want the Rod Antenna to raise when you submerge.
Here are the value's to adjust that I used for the Type-VIIC:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.3
MinRVal = 5
MaxRVal = 10
LogFactor = 0
Cammand =
Both Drag options = NO
NOTICE the MinRVal is less than the MaxRVal. This makes the Dial work the other way so the Rod Antenna is lowered when surfaced and it raises when you submerge.
Save Changes, Enable the MOD, Restart Game, Reload Saved Game
Note the Round DF Radio Antenna should be raised out of stowed position when Surfaced.
SteelViking
07-21-10, 09:36 AM
Well, we don't have to have the round antenna actually rotating if it does not stop rotating when submerged, it would be nice if it would. But, it would be a big improvement if the thing would just extend and retract when realistic.
Keep us posted if you find anything. I would work on this with you, but I have gone and gotten myself stuck on another project.
:salute: Hi all
If you want make a good rotation dial for the round antenna , use the radio random indicator dial :03: , i have try it and is a good solution ,the antenna will turn with the radio research :yep: , but that need to find the good value for that :06:
Madox58
07-21-10, 10:01 AM
KNOWN ISSUE: I have not been able to figured out how to stop the antenna rotation when I submerge. I tried adding WaterInteraction and or WaterSurfaceTransition controllers to stop the rotation but they didn't work. I think they have to be added "Special" as child of the "GenericAxisRotation" controller. Not sure how to do this yet...:hmmm:
The "GenericAxisRotation" controller should be assigned as a child of the
WaterSurfaceTransition controller.
Just like the water drain effect is controlled.
TheBeast
07-21-10, 10:21 AM
The "GenericAxisRotation" controller should be assigned as a child of the
WaterSurfaceTransition controller.
Just like the water drain effect is controlled.
I tried this as well and was unable to assign a child either way. I even tried using S3D to change Parent ID of the "GenericAxisRotation" controller to the "WaterSurfaceInteraction" controler. Problem is either S3D is not translating the Parent ID correctly so it ends up as a lost controller or the "Special" is actually imbedding one controller into the other one.
SteelViking
07-21-10, 10:37 AM
I tried this as well and was unable to assign a child either way. I even tried using S3D to change Parent ID of the "GenericAxisRotation" controller to the "WaterSurfaceInteraction" controler. Problem is S2D is not translating the Parent ID correctly so it ends up as a lost controller.
Yeah, I can't figure out how to attach controllers as children in Goblin at all.
Madox58
07-21-10, 10:43 AM
Goblin it seems, does not like to allow some things.
Once the S3D controllers are updated you'll be able to work
with the controllers in question.
And then make the Child-Parent settings you want.
TheBeast
07-21-10, 11:16 AM
There are some existing controllers that already have this, hence the reference to "Special". I don't think it is attached as a child, it is more like it is merged.
TheBeast
07-24-10, 12:46 PM
Here is what I have done so far in regards to Upgrade Packs.
This is a [WIP] so don't be to harsh on me.:sunny:
- Fixes Flak Gun Upgrade Pack
- Fixes FuMo61 Radar Antenna Upgrade Pack
- Adds FuMo65 Radar Antenna Upgrade Pack
- Adds Raised Rotating Round DF Radio Antenna surfaced.
- Adds Raised Rod Radio Antenna submerged.
- Adds Improved Alberich Anti-Sensor Coating upgrade pack for Type-VIIC and VIIC/41
- Adds Tarnmatte Anti-Sensor Coating upgrade pack for Type-VIIC and VIIC/41
- Adds Improved Tarnmatte Anti-Sensor Coating upgrade pack for Type-VIIC
- Snorkel (In Work):damn:
- Added two Tower Emblems
-=[Alpha Download links removed]=-
Madox58
07-24-10, 01:11 PM
FileFrfont is screwing up again.
:nope:
Could you upload to Mediafire.com?
TheBeast
07-24-10, 01:15 PM
FileFrfont is screwing up again.
:nope:
Could you upload to Mediafire.com?
Don't have account at MediaFire.
I am supprised I broke down and created account at FileFront. I really hate both of those places with a passion because of POP-UPS and Ads. Just to much BS to deal with.
Madox58
07-24-10, 01:18 PM
You don't need an account.
:yeah:
Just do an upload.
In one week they will delete the file.
Capt Jack Harkness
07-24-10, 01:18 PM
How much of the snorkel actually works? :hmmm:
Madox58
07-24-10, 01:29 PM
That worked!
:yeah:
TheBeast
07-24-10, 01:30 PM
How much of the snorkel actually works? :hmmm:
Only the Type-VIIC and Type-VIIC/41 can get a snorkel.
The Type-VIIC gets a hinged Snorkel that rotate up out of horizontal to Veriticle.
The Type-VIIC/41 gets a Telescoping Snorkle that extends straight up.
We have not been able to get either type snorkel to work on any boat as yet.:damn:
Madox58
07-24-10, 01:53 PM
I think that the Snorkels were finally raised in SH4 with some work,
but the CO2 did not get corrected?
:hmmm:
Madox58
07-24-10, 01:56 PM
Since you have not modified the GR2 files?
They do not need to be included in the download.
TheBeast
07-24-10, 02:15 PM
Since you have not modified the GR2 files?
They do not need to be included in the download.
Yeah, I know. I forgot to remove them...:doh: They are there just to make it easier when making changes so I didnt have to browse all over the place.
All changes for the SNorkel are mid change for things I was attempting. That also made a mess of things but does not break anything.
I was also looking into adjusting the Tower Emblem to support Normalised Image. I made a _N.DDS for one Emblem.
Capt Jack Harkness
07-24-10, 02:34 PM
I think that the Snorkels were finally raised in SH4 with some work,
but the CO2 did not get corrected?
:hmmm:
Yeah, some of the U-boat expansion mega mods had working snorkels, but CO2 continued to be produced.
Assuming we manage the same in SH5 perhaps we could use the crew abilities scripts to eliminate the CO2 issue, or at least turn the rate of increase to zero or something...
TheBeast
07-24-10, 03:09 PM
Yeah, some of the U-boat expansion mega mods had working snorkels, but CO2 continued to be produced.
Assuming we manage the same in SH5 perhaps we could use the crew abilities scripts to eliminate the CO2 issue, or at least turn the rate of increase to zero or something...
I think all they did was get the snorkel installed for use as Extending Radar Warning Receiver.
You still have to link the snorkel to all the other effected equipement, Deisel Engine(s) air intake, Interior Air Ventilation, etc. Not sure how to do this but it may be as simple as adding i.e. ", snorkel" to these equipments in the *.upcge files if we are able to get the snorkel to install.
Madox58
07-24-10, 03:30 PM
I don't know if the connection can be made to reduce CO2 in standard files.
We may need to address 'other' files.
SH3.exe has been adjusted for the 3 gig switch.
With no bad responces from Ubi nor SubSim staff.
So the precedence is layed.
And accepted.
We seem allowed to work files as we wish IF they do not break
anti-pirate things.
I'll await Official SubSim responce of course.
TheBeast
07-24-10, 06:00 PM
I don't know if the connection can be made to reduce CO2 in standard files.
We may need to address 'other' files.
SH3.exe has been adjusted for the 3 gig switch.
With no bad responces from Ubi nor SubSim staff.
So the precedence is layed.
And accepted.
We seem allowed to work files as we wish IF they do not break
anti-pirate things.
I'll await Official SubSim responce of course.
Would it be easier/possible to move the ships WaterLevelTansition point to the top of the Snorkle Mast. That way all the other triggers will think the boat is surface when the snorkel is raised above actually water level.
If this is possible and we are unable to get the snorkel to install. We can as a work around do the same thing to a Periscope and even add the RWR as well. Wouldn't really hurt things because if you are running shallow with the snorkel up, you would most likely have a Periscope up at the same time anyway.
Might look funky with Deck Watch on Deck when doing this... Maybe give them Suba Masks, Umbilical Air Line and a few Limpet Mines (http://en.wikipedia.org/wiki/Limpet_mine).
TheBeast
07-24-10, 11:53 PM
OK, made some minor changes and cleaned up the archive a bit.
Equioment and Upgrade Packs - by TheBeast 9:02 PM 7/24/2010
This MOD is JSGME ready!
WARNING:
If you have a MOD(s) installed that already effect the files listed below, please check with the MOD author to determine campatibility or installed this MOD last.
PURPOSE:
The intent of this MOD is to FIX some of the issues that currently exist in SH5 Upgrade Packs and to provide access to Equipment that already existed in game. I have not added any new Equipment.
This MOD effects the following files:
- Data\UPCDataGE\UPCUnitsData\Equipment.upc
- Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
- - Adds Equipment and Upgrade Pack changes for the Improved Alberich Anti-Sonar Coating
- - Adds Equipment and Upgrade Pack changes for the Tarnmatte Anti-Sonar Anti-Radar Coating
- - Adds Equipment and Upgrade Pack changes for the Improved Tarnmatte Anti-Sonar Anti-Radar Coating
- - NOTE: These changes allow access to 3 Anti-Sensor Coating options that can be applied to you Type-VIIC, Type-VIIC/41 as upgrade options that were previously missing. This is not the SKIN portion of the upgrade, this is only the Sub Stats Bonus. Currently the Alberich skin is used for all Anti-Sensor Coatings.
- - NOTE: Topic for discussion. I do not know availability dates for these Coating upgrades. Date set to 1939-01-01 for testing.
- - NOTE: Topic for discussion. Upgrade Package Renown Cost per each Date period availability.
- - Fixed 3 Flak Gun Upgrade Packs making them available as Upgrade Options.
- - Fixed FuMo30RadarApp with FuMo61Antenna Upgrade Pack. (REQ Type-7C/41 or later)
- - Add FuMo30RadarApp with FuMo65Antenna Upgrade Pack. (REQ Type-7C/41 or later)
- Data\Objects\Sensors\UBoot_Sensors.sim
- - Change AntiSensorCoating @ Alberich_Improved Texture Suffix from _albrecht to _albrecht_imp
- - Change AntiSensorCoating @ Tarnmatte Texture Suffix from _albrecht to _tarnmattet
- - Change AntiSensorCoating @ Tarnmatte_Improved Texture Suffix from _albrecht to _tarnmattet_imp
- - NOTE: These changes to the Texture Suffix names in UBoat_Sensors.sim were made to allow the use of unique skin textures for each new Upgrade Pack. Not fully implemented.
- - - Current Stock SH5 Anti-Sensor Coating bonus's are as follows:
- - - - Alberich...................Radar = 0% Sonar = 15%
- - - - Alberich_Improved.....Radar = 0% Sonar = 25%
- - - - Tarnmatte................Radar = 25% Sonar = 25%
- - - - Tarnmatte_Improved..Radar = 35% Sonar = 25%
- Adds file Data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds
- Adds file Data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds
- Adds file Data\Textures\TNormal\tex\emblems\Wolf_Emblem_N.dd s
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_albrech t_imp.dds (displayed on UpgradeOptions list in Port)
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarnmat tet.dds (displayed on UpgradeOptions list in Port)
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarnmat tet_imp.dds (displayed on UpgradeOptions list in Port)
To do list:
- Determine if any other fixes are required for effected files in this MOD and merge those changes into this MOD or visa versa.
- Determine how to Raise/Lower FuMo30, FuMo61 and FuMo65 Radar Antenna. Determine if this change effects other files not currently in this MOD.
- Determine how to Raise/Lower Round Directional Radio Antenna.(HACK in place now)
- Add Snorkle to Equipmet and UpgradePacks to allow access as Upgrade Option. I need some help with this item.
- Add currently missing Periscope Upgrade Packs.
- Copy complete set of SH5 Stock Alberich Skin to the 3 new skin Texture Suffix's when this feature in activated.
- Edit skin textures displayed in upgrades option list so they appear unique. Currently all Anti-Sensor Coatings look the same, just text is different.
- Edit Ant-Sensor Coating summary text displayed on the Upgrade Menu.
- Set Upgrade Availability Dates to be some what in line with Historical. Currently Upgrades are available 1939-01-01 for Testing.
Revision:
7/25/2010 - Added GenericAxisRotation to Dummy_Round_Antena
----------- Adjusted Height of the Dummy_Rod_Antena
7/29/2010 - Adjust Periscope Heights to more historical values
DOWNLOAD LINK:
http://www.filefront.com/17157824/Equipment_Upgrades_Fix_byTheBeast.rar
Capt Jack Harkness
07-25-10, 10:51 AM
What periscope upgrades did they have? I thought they used the same scopes the whole war...
One note about the rod antenna for functional purposes: the rod antenna was a vhf type and only worked for short range, line-of-sight communications such as ship-to-ship; it was the jumping wires going fore and aft from the tower that provided long range comms, so I'm not sure the antenna rod was ever deployed while submerged...
Here's an old subsim post about the availability of the different models of radar and radar detectors (http://www.subsim.com/radioroom//archive/index.php/t-94024.html).
The first application of Alberich occurred in 1940, but the faulty adhesive prevented further use until 1944. Not sure about tarnmatte...
TheBeast
07-25-10, 11:03 AM
What periscope upgrades did they have? I thought they used the same scopes the whole war...
One note about the rod antenna for functional purposes: the rod antenna was a vhf type and only worked for short range, line-of-sight communications such as ship-to-ship; it was the jumping wires going fore and aft from the tower that provided long range comms, so I'm not sure the antenna rod was ever deployed while submerged...
Here's an old subsim post about the availability of the different models of radar and radar detectors (http://www.subsim.com/radioroom//archive/index.php/t-94024.html).
There is three sets of Periscopes in the UBoot_Sensors.GR2/SIM
1. Standard Periscope Set
2. Extended Height Periscope Set
3. Extended Height with Twisty Wires to reduce wake/splash Periscope Set
I have seen pics of boats using the Standard and Twisty Wire Periscopes. Hard to tell about the other option is it would look the same as standard
Capt Jack Harkness
07-25-10, 11:38 AM
Oh, right, they did have the disruptor wires on a lot of the boats to reduce wake. I believe the wires were most commonly used on the attack scope, as wake from the obs scope was not deemed as critical. Historically, though, they only ever extended to one height (the height seen in BIGREG's mod).
It would be cool to see the wires as an upgrade, perhaps individually, especially if they really did reduce wake (at least from an enemy observability standpoint).
TheBeast
07-27-10, 10:16 AM
Lowered the height of the Dummy_Rod_Antena so only the black portion of the antenna is raised.
See Post 48 (http://www.subsim.com/radioroom/showpost.php?p=1452662&postcount=48)
BowfinSS287
07-27-10, 06:44 PM
hello
i just found this mod today....i was looking at new env mod
when i saw this mod.....outstanding work, this sim keeps getting
better and better....thanks to the modders (is that a word?)
thanks:rock:
do you have any plans to make the equipment toggle
like the radio antenna....up and down...is this possible?
link it to the radio in the game...on/off
Capt Jack Harkness
07-29-10, 02:14 PM
Could you include realistic periscope heights in the next update?
TheBeast
07-29-10, 10:26 PM
Could you include realistic periscope heights in the next update?
Adjusted Periscope heights to more historical values.
See Post 48 (http://www.subsim.com/radioroom/showpost.php?p=1452662&postcount=48) for download link:
Capt Jack Harkness
07-30-10, 01:21 AM
Aha, missed that one... Thanks! :salute:
gvogt12000
07-31-10, 07:00 PM
At 100% realism the hydrophone works on the surface. Tried to run the v2 hydrophone Mod over your mod but it disables the rotating radio and who knows what else. Please check to see if this is a problem. Love your work thank you for taking the time to build these mods.
TheBeast
08-02-10, 02:57 AM
At 100% realism the hydrophone works on the surface. Tried to run the v2 hydrophone Mod over your mod but it disables the rotating radio and who knows what else. Please check to see if this is a problem. Love your work thank you for taking the time to build these mods.
What Hydrophone Equipment are you using? The Balkon Garet is suppose to work while surfaced. All other Hydrophone Equipment requires you to submerge for Hydrophone to work.
Capt Jack Harkness
08-02-10, 03:53 AM
What Hydrophone Equipment are you using? The Balkon Garet is suppose to work while surfaced. All other Hydrophone Equipment requires you to submerge for Hydrophone to work.
The GHG also has hydrophones that are always submerged, so really it's only the KDB (mounted on top of the deck) that shouldn't work on the surface.
Capt Jack Harkness
08-02-10, 04:40 AM
Dates for some equipment:
BOLD Canisters, 1942 onwards (no data on dates of upgrades)
FuMO 29 Radar, 1941
FuMO 30 Radar, late 1942, fitted to all boats (0 Renown cost)
FuMO 61 Radar, 1943
FuMO 65 Radar, irrelevant, only fitted to Type XXI's
FuMB 1 Metox Radar Detector, August 1942
KDB Hydrophone, late 1939
Balkongerät Hydrophone, late 1943
3.7 cm Flak gun, 1941
First Alberich Coating, April 1940
Improved Alberich Coating, late 1944
gvogt12000
08-03-10, 09:06 PM
I'm using whatever is on the stock VIIIA model. Picking up contacts while on the surface sailing back to Kiel from Poland.
TheBeast
04-01-11, 07:45 PM
When I uninstalled SH5 last year I lost all the MOD's I had been working on at that time. Now I am starting from Scratch to continue this work.
NOTE: Some of the equipment I have added is not for the Typ-VII Class, I added them anyway because if all goes well they will be needed at later date.
Here is what I have done so far.
NOTE:Some of the equipment I have added is not for the Typ-VII Class, I added them anyway because if all goes well they will be needed at later date.
Data\UPCDataGE\UPCUnitsData\Equipement.upc
- Fixed out of sequence numbering.
- Added the following Equipments:
ID=EqpRadioDFAntenna - 3D= Dummy_Round_Antena
ID=EqpRadioDFAntennaTyp2 - 3D= Dummy_Round_Antena_Type2
ID=EqpAttackPeriscopeHeadStealthTyp2 - 3D= atack_periscop_type2_wire
ID=EqpObsPeriscopeHeadStealthTyp2 - 3D= obs_periscop_type2_wire
ID=EqpFuMO65 - 3D= FUMO_65_base_dummy
ID=EqpSCHNORCHELRWR - 3D= SCHNORCHEL_RWR (for cfg#R02)
ID=EqpFuMB10 - 3D= FuMB10Borkum
ID=EqpFuMB26 - 3D= FuMB26Tunis
ID=EqpAlberichImp - 3D= Alberich_Improved
ID=EqpTarnmatte - 3D= Tarnmatte
ID=EqpTarnmatteImp - 3D= Tarnmatte_Improved
ID=EqpEmblem6 - 3D= data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds
ID=EqpEmblem7 - 3D= data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds
Added data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds Texture
Added data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds Texture
I would like to see all Emblems move out of the tex folder into the emblems folder to reduce a little clutter.
Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
- Fixed out of sequence numbering.
- Added the following Upgrade Packs:
ID= UpackUb7FUMO61Radar - Availability Dates and Renown Cost need adjustment
ID= UpackUb7FUMO65Radar - Availability Dates and Renown Cost need adjustment
ID= UpackUb7SCHNORCHELRWR - Availability Dates and Renown Cost need adjustment
ID= UpackUb7FuMB10 - Availability Dates and Renown Cost need adjustment
ID= UpackUb7FuMB26 - Availability Dates and Renown Cost need adjustment
ID= UpackCoatingAlberich_ImpVIIC - Availability Dates and Renown Cost need adjustment
ID= UpackCoatingTarnmatteVIIC - Availability Dates and Renown Cost need adjustment
ID= UpackCoatingTarnmatte_ImpVIIC - Availability Dates and Renown Cost need adjustment
ID= UpackCoatingAlberich_ImpVIIC41 - Availability Dates and Renown Cost need adjustment
ID= UpackCoatingTarnmatteVIIC41 - Availability Dates and Renown Cost need adjustment
ID= UpackCoatingTarnmatte_ImpVIIC41 - Availability Dates and Renown Cost need adjustment
Data\Objects\Sensors\UBoot_Sensors.sim
Changed Alberich_Improved TextureSuffix=albrecht to TextureSuffix=alb_imp
Changed Tarnmatte TextureSuffix=albrecht to TextureSuffix=tarn
Changed Tarnmatte_Improved TextureSuffix=albrecht to TextureSuffix=tarn_imp
Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_alb_imp .dds Sample Texture
Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn.dd s Sample Texture
Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn_im p.dds Sample Texture
Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_alb_i mp.dds Sample Texture
Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn. dds Sample Texture
Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn_ imp.dds Sample Texture
NOTE: This change adds 3 new Unique Skin Textures that can be used for all Submarine Classes.
i.e Conning_XX_01_alb_imp.dds, Conning_XX_01_tarn.dds, Conning_XX_01_tarn_imp.dds, UboatXX_structure_alb_imp.dds, UboatXX_structure_tarn.dds, UboatXX_structure_tarn_imp.dds
XX can = 2A, 7A, 7B, 7C, 7C41
NOTE: Currently using Stock GR2 files you can have up to 21 unique skins per submarine class and 24 using this change. Just need to MOD UPC files.
Data\Menu\Pages\Page WeaponsAndSensors.ini
Section [G4E I26] Changes:
Since we are adding 6 new unique skins I changed Materials=43 to Materials=49. This will allow the new skins to have unique image textures in the Upgrades Menu List. Note that the Materials=## value is +1 higher then actual materials.
Added the following lines:
Mat 43=data/menu/skins/german/gui/upgrade/Uboat_7C_alb_imp.dds
Crop 43=0,0.867188,0.390625,0.132813
Mat 44=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn.dds
Crop 44=0,0.867188,0.390625,0.132813
Mat 45=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn_imp.dds
Crop 45=0,0.867188,0.390625,0.132813
Mat 46=data/menu/skins/german/gui/upgrade/Uboat_7C41_alb_imp.dds
Crop 46=0,0.867188,0.390625,0.132813
Mat 47=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn.dds
Crop 47=0,0.867188,0.390625,0.132813
Mat 48=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn_imp.dds
Crop 48=0,0.867188,0.390625,0.132813
Section [G4E I39] Changes:
Since we are adding 6 new unique skins I changed Materials=43 to Materials=49. This will allow the new skins to have unique image textures in the Upgrades Menu List. Note that the Materials=## value is +1 higher of actual materials.
Added the following lines:
Mat 43=data/menu/skins/german/gui/upgrade/Uboat_7C_alb_imp.dds
Crop 43=0,0,1,0.859375
Mat 44=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn.dds
Crop 44=0,0,1,0.859375
Mat 45=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn_imp.dds
Crop 45=0,0,1,0.859375
Mat 46=data/menu/skins/german/gui/upgrade/Uboat_7C41_alb_imp.dds
Crop 46=0,0,1,0.859375
Mat 47=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn.dds
Crop 47=0,0,1,0.859375
Mat 48=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn_imp.dds
Crop 48=0,0,1,0.859375
NOTE: There are 2 image entries per equipment upgrade option because 1 image crop is for the Menu List and 1 image crop is for when that option has been selected.
Currently I am experiencing a issue with the Tower Emblem textures not showing in the Upgrades Menu List. Hope to resolve this shortly.
TheBeast
04-01-11, 08:41 PM
Well, we don't have to have the round antenna actually rotating if it does not stop rotating when submerged, it would be nice if it would. But, it would be a big improvement if the thing would just extend and retract when realistic.
Keep us posted if you find anything. I would work on this with you, but I have gone and gotten myself stuck on another project.
Maybe someone can verify this?:06:
Can we add another Round DF Antenna at same mount location that does not rotate and is in lowered position that is Visible Underwater only.
Then we can make the Round DF Antenna that is rotating and in raised position Not Visible Underwater.
I think this would require a Techno Guru to HEX edit Copy/Paste exiting Round DF Model as another Model and Change the Node ID's. Then we can edit controllers for new Model so it does not rotate or extend and not SensorData controller.
TheBeast
04-02-11, 02:19 AM
I have played with getting the Snorkel available as upgrade option for a very long time.
I can load both types of the Snorkel. Either the Telescoping or Hinged Type Models.
The Typ-VII, IX classes use the Hinged Snorkel Type.
The Typ-XVIII, XXI, XXIII classes use the Telescoping Snorkel Type.
The problem is:
I can not figure out how to add these Snorkel's as optional equipment upgrades.
I can edit the NSS_Uboat7c.SNS file and manually add the Telescoping Snorkel model replacing the Attack Periscope model and replace the Observation Periscope model with the Attack Periscope model.
I did this because the Attack Periscope is aft of the Observation Periscope and you wouldn't want the Diesel Exhaust getting your Periscope Outer Lens dirty. Using this Method you could set StartDate/EndDate to have the Snorkel load on or after set dates when you enter Port.
;attack periscope
[Sensor 2]
NodeName=O03
;LinkName=atack_periscop,data\Objects\Sensors\UBoo t_Sensors
;LinkName=atack_periscop_wire,data\Objects\Sensors \UBoot_Sensors
LinkName=SCHNORCHEL,data\Objects\Sensors\UBoot_Sen sors
StartDate=19380101
EndDate=19451231
;Observation periscope
[Sensor 3]
NodeName=O02
;LinkName=obs_periscop,data\Objects\Sensors\UBoot_ Sensors
;LinkName=obs_periscop_wire,data\Objects\Sensors\U Boot_Sensors
LinkName=atack_periscop_wire,data\Objects\Sensors\ UBoot_Sensors
StartDate=19380101
EndDate=19451231
The Hinged Snorkel is another issue all together. It is a Exterior Room.
I can add the Hinged Snorkel by using GoblinEditorApp to loaded the NSS_Uboat7c.GR2 file.
Then merged the NSS_Uboat7c.prt file and double click the MergeCtrl @ Room_EXT located in the Project Tree at the bottom of list.
Then add another MergeCtrl @ Room_EXT.
Then edit the new MergeCtrl @ Room_EXT and add data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2 in the File slot.
Now the New Controller is the Project Tree but it is listed RED. Drag it to the NSS_Uboat7c.prt node.
Save changes and Exit.
Activate MOD using JSGME.
Restart SH5, Load Your Save and you will find the Snorkel beside the Deck Gun.
I hope someone can make use of this information because I am not going to pursue the Snorkel Upgrade any more.
Xrundel
05-15-11, 05:01 AM
My question is little bit off topic but I figured that you or TheDarkWraith should now for sure because both of you got involved with periscope height adjustment in your mods.
Some time ago my observation periscope started extend just 3 meters and absolutely unusable if wind is more than 9 meters per second because of waves that covering it (in stock wave mode, nothing is enlarged). It is really annoying issue because during nights I have to use attack periscope that works just fine (but it's darker as you know). Attack periscope is extending for like 6+ meters and fully retracts. I can't even hide my observation periscope while at periscope depth - it does not retracts completely as it used to.
Can you advise me of files and locations that I can play with trying to change that?
I removed all the mods. Same thing.
I've uninstall the game, restarted PC and installed the game, trying to run stock version- same thing. Now I just put all my mods back.
I don't mind to to something even on HEX editing level, no problem.
Thanks.
P.S. My mods soup just in case:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
NewUIs_TDC_6_5_0_ByTheDarkWraith
SubFlags_0_0_6_byTheDarkWraith
Accurate German Flags
Grossdeutscher Rundfunk
Nauticalwolf's_Torpedo_Textures_v1.2
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Emtgufs Aspect ratio 8_5
emtguf_rscopes whit thiny crosshair by Torpedo
SteelViking's Interior Mod V1.2
MightyFine Crew Mod 1.2.1 Stock faces
Conning Tower Compass Fix
Nauticalwolf's_Poster_Mod_v1.0
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Large Style
sobers hyrophone fix
Trevally Automated Scripts v0.5
Dynamic Environment SH5 Basemod (normal ) V2.0
Dynamic Environment SH5 Sounds V2.0
Dynamic Environment SH5 Sleet For Winter Campaigns V2.0
Dynamic Environment SH5 Atlantic Floor V2.0
Dynamic Environment SH5 Waves (normal) V2.0
Dynamic Environment SH5 BrighterNights V2.0
Dynamic Environment SH5 Undersea (temperate and polar) V2.0
Dynamic Environmental SH5 Shallow Waters V2.0
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
#Equipment_Upgrades_Fix_byTheBeast
Equip_Upgrades_AFFOE
TheBeast
05-15-11, 03:19 PM
#1 thing to remember when adding new MOD's.
- Make sure you are in port when activating MOD's.
- Enabling MODs while at Sea may cause unusaul behaviour
Not saying this is what happened, just something to keep in mind.
I think it was Stormfly or Anvart that did the math and pointed out that the Observation Periscope is suppose to be usable in calm sea at depth of approximately 15 meters. This is like extending the Obs Periscope 2.5 meters more then most available MODs.
You may want to add [WIP] FX Update (http://www.subsim.com/radioroom/showthread.php?t=174511) by TheDarkWraith as last MOD.
The settings for ObsScope Extend height are located in this file
data\Objects\Sensors\UBoot_Sensors.sim
Xrundel
05-19-11, 09:30 AM
Thanks man. I've made a little solution after locating this file with your help and help from my Russian friends. Now I am very happy with my periscopes.
is there a way to make this thing work?
https://www.hostpic.org/images/2103220458070077.jpg
Jeff-Groves
03-22-21, 10:10 AM
Where are you finding that part?
:hmmm:
Where are you finding that part?
:hmmm:
UBoot_Sensors.GR2
Jeff-Groves
03-22-21, 12:30 PM
A quick look at the Sim doesn't even list a Search light.
To make it playable by User?
Work to the sim would be needed.
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